Hacker Newsnew | past | comments | ask | show | jobs | submitlogin

I used to work on the open source Marathon port and I have to say, I regret us making it high-res bilinear OpenGL just because we could. In the end the effect was to make everything look unbalanced and blurry because the geometry and textures weren't meant to be scaled up so much.

Obviously very different, but Return of the Obra Dinn struck me as a modern game that actually manages to look "low res" in a resolution scalable way.



GZDoom/Zandronum allows to set to use mipmapping with nearest and anisotropic filtering... Simply looks good and sharp and avoid all problems of blurriness that bilinear/trilinear introduces.


Is there a nearest neighbor option? That gets you (mostly) halfway there at least.


There is, and IIRC you can set it differently for near and far walls. There’s also highres texture packs now.

(I think you still want bilinear+anisotropy as a minification filter/on faraway textures, because nearest neighbor will just look like a mess in motion or at extreme angles.)


On Alephone and such I always set the filter to a -pixelish- nearest mipmap rendering. I loved that port since the SuSE 8.2 days.




Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: